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번역 관련 문제 보고
I had a full roster of 25 Res6 heroes when the final patch dropped, and I've lost 3 from retreats, 7 from combat, and 6 more to "Never Again." From those, I've got two tanks in Never Again status that would have let me have another 2 attempts at the DD, and one of the retreats claimed another tank. That's three additional attempts I could have made to clear the last two missions that I can't make because of a couple of restrictions no other dungeon in the game has.
I think those mechanics have a place in NG+, where time and lives are limited. However, I think they should be a toggle option for the normal campaign because ultimately, I want to see the ending of this story. And isn't that what is universally praised about this game?
You also seem to be arguing that the "Never Again" trait fails to encourage diversity because players can still just repeatedly raise copies of the same 4-man team to send into the Darkest Dungeon. But unless someone specifically wants to repeatedly level up cloned teams (and you obviously don't, since you're complaining about it), this definitely does encourage players to branch out and use more classes.
For those of us who already like using a large roster and lots of different classes, though, Never Again is a great gift. Otherwise, we'd be merrily be romping through the game up until the end only to be told "Oh, by the way? You only need your best 4 guys and the rest of your roster is irrelevant now. All those other characters you painstakingly raised instead of bulldozing everything with your A-Team? Hope you had fun, because that was all a big waste of your time."
There have been some decent alternative proposals floated, such as having "Never Again" heroes take a stacking stress hit or other significant penalty rather than banning them outright. Mechanically this is a really solid idea and is more elegant than the arbitrary ban. However, it is important to consider what a game's mechanics are communicating to the player, and it's a lot easier to communicate that they can't use a single party for the entire Darkest Dungeon than it is that they shouldn't. A lot of RPG players are going to predisposed to stick to a single primary team whenever possible and may well wind up being even more frustrated by a system that lets them send their favorites back in but penalizes them for it than one that doesn't let them do it in the first place.
There's also the option to remove the penalty altogether and make DD like every other game out there, making it largely irrelevant to upgrade your roster or use more than a handful of characters. Yawn.
It's irrelevant. Because the basic features of never again don''t change with different profile condition. It may feel different, but all the anti-diversity nature and forced additional play time still exist.
I know never-again doesn't change but there is a difference between having already done all the content and having no reason to do any runs other than those in the final area, and an estate where I still have content to complete and something for those with never-again to prove useful with.
The stacking stress proposal is also my favourite alternative.
The potential of never agian still remains to be examined. But I don't think it may be any good. What it punishes is essentially a successful run, and what it ecourages is a reconsidered & time repeated run. I would say even stack a stress damage on heros who share the same classes as successful runners or a buff on different compositions may do a better job in such respect.
One thing I didn't mention is my own case. I found that when trying different composition on DD the casualty is very high because the composition needs to be tested. And with a diversed roster, some hero classes are thus lost forever. And those proven potent... still require some grinding to raise some additional meatbags, as the veterans are now banned.
Yeah, I am punished by this machenism for diversed playstyle.
Another fundamental thing is a player should have the liberty to play in a style which the developers and the majority may not hold as fun. I charish this very dearly for a roguelike or a TRPG alike game.
Disrespect on choice freedom? Forced additional time? Still terrible in such regards as I posted in the beginning.
Never Again is an aspect of the game that we are still talking about, so discussion on the topic is absolutely welcomed. As I mentioned in the other post and both PotHocket and Geepope have pointed out, there are some upsides to the Never Again Champions. Should the upsides be bigger? Possibly. As a matter of fact it's something we are still thinking about internally.
We don't have anything to share as to what direction we are leaning, but know that after we get the support issues resolved, and the localization improved, this is something along with a few other tweaks around progression and time, that we want to look into.
So please be civil and respect each others opinions on the topic.
Personally I would say it's not on the correct course. Even enhancing mentoring further may not help much since it doesn't change the óne-shot judgement' characteristic. A proper overhaul will be more like demolish and then rebuild.
I am with the stacking stress on neveragain heros so it can be shown as not encouraging. In the meantime additional rewards and buffs can be applied if the player use different combinations
This overlooks the fact that the various DD missions vary noticeably in terms of enemies and dungeon layout, so beating a mission with one class doesn't necessarily mean you'll want the same class next time for a much different mission.
The one thing I will agree on is that the combination of blind missions + high level requirements + permadeath is not very interesting or fun game design. You can call up a stagecoach full of newbies and throw them into the DD for suicide scouting but they're not likely to make it far enough to provide any really useful information. As I said I don't think the stacking stress penalty is a cure-all but the one aspect of it I like is that it would let you send successful DD teams back in for scouting purposes: it would be a poor strategy to rely on half-crazed veterans to carry you through the dungeon, but they'd definitely be strong enough to make a decent dent and get substantial intel on the layout and enemies before they die.
(This would somewhat hurt the tension of the DD, but it does at least force a decent thematic choice: do I send my victorious heroes back to the dungeon of madness to die a horrible death to pave the way for others, or do I let them live in what remains of their peace?)
Not like it's the first time a divisive mechanic popped up.
The OP having written a wall of text doesn't make him right (or wrong), because, and you might want to sit down for this revelation, different people have different tastes and preferences.
So make it an option, those who want to play with Never Again can do so, and those who want to turn it off, can turn it off. Problem solved.